Category Archives: Software Release

F1-2016 Import Plugin Update

An update to the F1-2016 Plugin is available.

Enhanced:  The alignment of car objects has been corrected.

Enhanced:  Cars and tracks both use high resolution texture map mipmaps if available.

Enhanced:  The import of tracks now includes the sponsor layers

If you have previously downloaded 3.1f then just download the .zip of the plugin. The download page.

2016-10-05_16-53-05

 

3DSimED 3.1f Released

The latest version of 3DSimED includes support for importing cars and tracks from F1-2016.

For those creating rF2 tracks there is also now support for the Decal object tag.

Assetto Corsa support is enhanced with the ability to set object transparency.

Multi-map materials for F1-2002 can now be imported and saved

 


For a full list of the new features and fixes in 3.1f please see 3DSimED 3.1f release notes.

For more details and to download a free 20 day trial please visit http://www.sim-garage.co.uk

 

 

 

 

Importing F1-2016 Cars and Tracks

Version 3.1f of 3DSimED includes a plugin to import cars and tracks from F1-2016, below is a short guide to importing.

  • Locate the F1-2016 folder which should be a sub-folder of your Steam installation, for example:
    "S:\steam\SteamApps\common\F1 2016“.
  • Tracks will be found in the asset_groups\environment_package\tracks folder and then within the chosen track folder find the wep folder. Select the track.erp or track_2016.erp  file in the wep folder.
  • The car folder will be a sub-folder of asset_groups\f1_2016_vehicle_package\teams.  As with tracks, the sub-folder required for opening a car is the wep folder which should contain one erp file.
  • The 3DSimED3 plugin will import from ERP archives which are packed files which need to be decompressed. For this reason importing from tracks may require some patience even on a powerful system.
  • If importing tracks a 64-bit operating system is very useful because 3DSimED will then have 4GB of memory to use by itself whereas on a 32-bit system the 4GB has to be shared with other applications, services etc.
  • Textures are written to temporary sub-folder of the 3DSimED3 folder, if 3DSimED3 crashes you should find and clear these temporary folders.

3DSimED 3.1e

Version 3.1e has just a few fixes but one is important to a number of users which explains the release.

Fixed: Mouse wheel use in the edit boxes of grid controls on the edit panes, there should no longer be a loss of focus. It should also now be possible to use the up and down arrows to change values.

Fixed: FBX Import could fail if there were a number of objects in a model.

Fixed: The Fresnel reflection intensity was capped at 5.0 it should now be possible to enter values up to 100.

Fixed: The Import as Objects function was missing the recent folder button.

Fixed: The zoom multiplier has been restored as the zoom multiplier in 3.1d was too slow for some users.

To get the latest version go to the download page.

 

3DSimED 3.1d

New:  Automobilista support added. Car and track shaders from Automobilista are included as are new functions to export .gmt with the correct encryption (requires rfactordec.exe).

New:  Texture Replace from Folder adds two new functions helping with quickly adding textures from a folder.
Replace Missing and Loaded Textures searches a folder for textures to replace those already loaded and those which are missing. Replace Only Missing Textures searches a folder for those textures that are presently missing from a drawing.

New:  Export Plugin Export as Objects saves objects to disk as individual models.

New:  Shader for Assetto Corsa to show car liveries.

New:  Import Plugin for F1-2015 to allow individual objects (*.render.erp) to be imported.

Enhanced: Shader selection dialog now includes a game filter.

Enhanced: FBX Export Plugin includes option to store vertex information by control point which can considerably reduce the size of the FBX.

Enhanced: Vertex and Pixel Shaders are compiled when required, this reduces start-up times particularly if there are many custom shaders.

Enhanced: The pivot points are always written when saving an rF1 or rF2 model. When saving objects the moveable or billboard attributes need to be set to true for the pivot point to be saved.

Enhanced:  F1 MTS objects always use pivot points and handling of transparency has been improved.

Enhanced:  Texture browser dialog has a new ‘Show Alpha=0 as magenta’ checkbox which allows the rgb of a transparent texture to be shown if unticked.

Enhanced:  Texture browser dialog has a new ‘Recent Folder’ button.

Enhanced:  The Tag Attributes for objects now include Day/Night and VisGroups.

Enhanced:  The Tools->Missing Textures and Objects now lists missing shaders (these are the shaders missing this session for all drawings opened).

Enhanced:  The handling of ‘wildcard’ materials for rFactor vehicles and GTR2/Race cars is improved.

Fixed: Decompressing a PSSG could fail because too much memory was reserved.

Fixed: F1-2015 DDS texures had an incorrect number of mipmaps set in the header which caused problems in some image editors.

Importing F1-2015 Cars & Tracks

Version 3.1c of 3DSimED includes a plugin to import cars and tracks from F1-2015, below is a short guide to importing.

  • Locate the F1-2015 folder which should be a sub-folder of your Steam installation, for example:
    "N:\steam\SteamApps\common\F1 2015“.
  • Tracks will be found in the f1_2014_environment_package folder and then within the track folder find the wep folder.
    Most tracks will have three wep.erp files. For the 2014 version choose the 2014.wep.erp; the other two will open the 2015 version.
  • Car folders can be in either f1_2014_vehicle_package or f1_2015_vehicle_package\teams. As with tracks, the sub-folder required of the cars is the wep folder.
  • The 3DSimED3 plugin will import from ERP archives which are packed files which need to be decompressed. For this reason importing from tracks may require some patience even on a powerful system.
  • If importing tracks a 64-bit operating system is very useful because 3DSimED will then have 4GB of memory to use by itself whereas on a 32-bit system the 4GB has to be shared with other applications, services etc.
  • Textures are written to temporary sub-folder of the 3DSimED3 folder, if 3DSimED3 crashes you should find and clear these temporary folders.

3DSimED 3.1c

New:  Plugin to import F1-2015 tracks and cars.

New:  Import by plugin is now included in Import – there is no longer a separate function.

New:  Batch Material Edit function allowing selected attributes to be edited for a group of materials. Pasting from another Material is also supported.

New:  Exporting to Nr2003 .3DO includes an option to set the object to be a ‘minimum’ object which will be seen at all times.

New:  The Vertex Edit pane includes an option to update near vertices.

Enhanced: Better viewing and picking in zoom view.

Enhanced: Quicker import of models consisting of a large number of objects.

Enhanced: Primitive->Add Object can open the same objects as Import.

Enhanced: Double-click for setting the view centre will can down the object tree if there is no geometry in the top level objects.

Enhanced: Collada Import has improved with better handling of external objects.

Enhanced: The zoom multiplier has been reduced to make zooming in/out easier.

Enhanced: Exporting and then importing .3DS preserves the ‘V’ texture coordinate.

Fixed: Converting to png within the texture browser could fail.

Fixed: Importing Wavefrot Obj without texture corrdinates no longer crashes.

 

 

3DSimED 3.1b (gJED support)

The enhancements in version 3.1b are to improve support for ISI’s new editing tool gJED.

  • RF2 GMT files exported from gJED (which always have 32-bit vertex indices) can be imported by 3DSimED3.
  • Models with a very large number of vertices are now exported to rF2 .GMT using 32-bit indices. Note that these models will require a recent version of rF2 to load successfully (as do gJED gmt) but smaller gmt (anything with less than 64K vertices) will still open in older versions of rF2.
  • FBX Export has had the UV channel naming changed to allow UV coordinates to be imported by gJED.
  • FBX Export has a new option to enable models to be exported with the Z-axis as Up. This is the default for gJED, previously FBX data was always exported with Y-axis Up.
  • FBX Export has an option to include the vertex RGB.  When exporting to 3DS Max it is advised to switch off the vertex RGB as it causes issues with textured geometry.
  • FBX Import handling of FBX saved with Z-axis UP has improved.

Go to the 3DSimED3 Download page.

3DSimED 3.1a

New:  Axis Layout function to change the display of the xyz axes.

New:  Polyline paths can be traced over geometry and the vertices saved to .csv.

New:  Animated objects and skins of Assetto Corsa cars can now be visualized.

Enhanced: Assetto Corsa v2 shaders support included.

Enhanced: Edit Object by Name includes the object position and rotation.

Enhanced: FBX Export now includes editable face data.

Enhanced: DDS ati1 & ati2 formats now supported.

Enhanced: rF1 materials with more than 4 texture maps can now be exported successfully.

Fixed: Dirt2 and Dirt3 cockpit models had misplaced objects.

Fixed: Collada Export could incorrectly name materials.

Fixed:  A few generic materials from Grid Autosport cars had missing textures.

Fixed: Mirrors in exported Assetto Corsa car models did not work.

Fixed: Assetto Corsa skinned meshes such as gear sticks assemblies were missing after export.

Fixed: Saving an F1 .MTS object which included an animated material would crash.

Fixed: Importing a Dirt Rally car would crash.

Fixed: If the Ribbon bar was minimized the animation frame-rate slider was not updated correctly.

 

 

Go to the 3DSimED3 Download page.